Three things that need to change

That sounds like a good rule of thumb, but still a bit complex for my poor brain. I tend to grab my phone and glance at Reddit while in SC, so I stick to something brain-dead, even if it's marginally slower:

Code:
if distance > 100ls
  throttle = 100%
else
  throttle = 75%
end

If only there were some way to get a machine to react to those instructions automatically.
 
ED is a GREAT game, but it will never use its full potential if the following things are not addressed:

- Flight model: increase TURNING speed, STRAVE and YAW significantly! Once someone locked you with gimballed weapons or beam lasers, it is near impossible to escape the situation and return fire (at least not in a Sidewinder). Keep the optimal turning speed and such, just make it faster.

- Supercruise: Enhance RESPONSIVENESS of acceleration and breaks at LEAST by 100%. Because it takes forever to slow down from 20+ c, one constantly overshoots the target.

- Insurance: INSURANCE COSTS are too HIGH. Especially in the beginning, one can easily lose it all. They should be cut by 50%.

These points are not up for debate, don't even try :) In all seriousness, I sincerely believe that if these things were addressed, the game would hugly profit

Regards

Other than your point about insurance all I can see is you want everything to faster, quicker whereas it is great as it is. I want to feel like I'm traversing the vastness of space and not press a button and be right in front of a station 2 seconds later.

Forget all the stuff modern games has shown you as this is going to be like that.
 
Really ?
Wow. I've not read that.
:cool:

http://forums.frontier.co.uk/showthread.php?p=449715&highlight=chaff#post449715
Hello Commander Shadowman!

Chaff launchers are a specific counter to lock on weapons, which by their nature require less skill to use. Added to this, chaff launchers will be an ongoing cost and resource limited (you can run out of cash to re-arm, run out of munitions in combat and run out of utility mounts to fit them in the first place!)

Railguns and fixed multi-cannons are already more difficult as they require you to take into account the charge up time and shot lead respectively. That's not to say that there won't be stuff that affects them in the future (and it doesn't mean we feel we have the balance right just yet).

The bottom line is that lock on weapons are not really "beginner" weapons, they offer benefits and penalties that make them better in some circumstances, worse in others.
 
Forget all the stuff modern games has shown you as this is going to be like that.
Yeah, we are going for post-modern. ;) Space games of the recent past have been a poor show as far as the travel aspect is concerned, usually portals that turn space into a series of rooms, with the worst example being the Egosoft games.
 
I usually turn away from my SC destination by about 30 degrees and fly an arc for the last 20 LS, using the planets gravity to slow me.

There are some odd quirks with the (normal flight) flight dynamics that still need ironing out or explaining in my opinion. For instance, turning speed decreases the faster you go above the blue sweet spot, fair enough, but if you hit boost you'll get a momentary turn rate boost. Plus I don't understand why turning FA off should suddenly permit a faster turn rate.

Si
 

Yaffle

Volunteer Moderator
ED is a GREAT game, but it will never use its full potential if the following things are not addressed:


- Supercruise: Enhance RESPONSIVENESS of acceleration and breaks at LEAST by 100%. Because it takes forever to slow down from 20+ c, one constantly overshoots the target.

See here - http://forums.frontier.co.uk/showthread.php?t=18617 for how to use it. You're trying to park your car by driving at motorway speeds on your drive. You need to slow down ahead of time, and practice. I like it, I have to fly my ship, not just press a "play game" button and leave the PC to it for an hour.

- Insurance: INSURANCE COSTS are too HIGH. Especially in the beginning, one can easily lose it all. They should be cut by 50%.

Insurance needs a meddle. As with much of the current state of play it disadvantages traders - combateers can use it to get their deathrays back, traders lose their cargo. But, it's just a mechanism in the beta. It will improve I am sure.
 
OP.

I don't really agree with any of your proposals. However, re: Supercruise, you can leave the throttle wide open till you hit 100 light seconds from your destination.

As soon as you hit 100 LS, bring the throttle down to the very top of the blue bar. The ship will handle the speed from there, and you'll never overshoot again.

You're welcome!
 
ED is a GREAT game, but it will never use its full potential if the following things are not addressed:

- Flight model: increase TURNING speed, STRAVE and YAW significantly! Once someone locked you with gimballed weapons or beam lasers, it is near impossible to escape the situation and return fire (at least not in a Sidewinder). Keep the optimal turning speed and such, just make it faster.

No turrets in space, please. With the current flight model, it requires some skill to dogfight, especially if you let someone get on your six.

- Supercruise: Enhance RESPONSIVENESS of acceleration and breaks at LEAST by 100%. Because it takes forever to slow down from 20+ c, one constantly overshoots the target.

Supercruise is just fine. All it takes is a little skill, and understanding how it works. There's no need to nerf gameplay.

- Insurance: INSURANCE COSTS are too HIGH. Especially in the beginning, one can easily lose it all. They should be cut by 50%.

These points are not up for debate, don't even try :) In all seriousness, I sincerely believe that if these things were addressed, the game would hugly profit

Regards

Insurance costs aren't too high. They only cost 5% of your ship's cost. Death needs to have some sting so players will avoid it.
 
If you want to use supercruise, fast; use the emergency stop. It's a bit of an exploit at the moment, but emergency stop allows you to go from whatever ungodly speeds you're riding at, to zero. Don't bother decellerating, use full throttle the entire way to your destination, and then use ES when you pass through.

Re-enter SC and journey the remaining distance.
 
If you want to use supercruise, fast; use the emergency stop. It's a bit of an exploit at the moment, but emergency stop allows you to go from whatever ungodly speeds you're riding at, to zero. Don't bother decellerating, use full throttle the entire way to your destination, and then use ES when you pass through.

Re-enter SC and journey the remaining distance.


That will work until they implement risks of damage from emergency exit.

Hopefully it will be announced loud and clear when they implement to minimize the groans that any such changes usually bring ;)
 
Most people won't read it. Even announcements that were pinned at the top of the forum were missed, with people asking questions about choosing their names.

I think the only way to make sure the latest notes and announcements are read is to make them appear on screen after you load the game. You would need to click past this screen to get to the Multiplayer buttons.
 
- Flight model: increase TURNING speed, STRAVE and YAW significantly! Once someone locked you with gimballed weapons or beam lasers, it is near impossible to escape the situation and return fire (at least not in a Sidewinder). Keep the optimal turning speed and such, just make it faster.

If the turning speed is faster for you that means it's faster for the guy shooting at you too.

Don't let someone get behind you in the first place; and if you do, use a LOT of different moves to shake them.
 
Flight Model - Perfect
Super cruse - Perfect
Insurance......will be 50% less if you are an Alpha Backer...so I'm sorted...
 

Jenner

I wish I was English like my hero Tj.
No space turrets please. That's Star Citizens current problem. :) ( Which I do believe they will sort out btw.)
 
Allow me to chime in on one thing.
Plenty of people (myself included) have raised concerns before about the current insurance implementation. As it turns out, this system is just a WIP: Frontier have said that later on, it's going to have more features such as getting your ship / equipment back on loan instead of having to go back to a basic Sidewinder if you can't afford to pay. Or a creditor gives you the loan, but takes a cut of your future profits until you pay it back. See the relevant DDF thread int the archive here.

It's a pity that the current system is quite punishing, but it's not going to stay this way.


Out of all the discussions, this is the proper answer with regards to insurance. Until we get the full implementation in game, discussions surrounding it right now in PB seem a little pointless.
 
Out of all the discussions, this is the proper answer with regards to insurance. Until we get the full implementation in game, discussions surrounding it right now in PB seem a little pointless.

I wouldn't say pointless, just repetitive, which on the other hand shows that the proper insurance system should be a relatively high priority feature because it affects people a lot. And there is hope for it to come relatively soon(TM):

So, first, a little heads up on what we are working towards at the moment (no ETA! sorry!):

We are also making some changes to the insurance excess costs that should help mitigate against drastic loss by allowing commanders greater fidelity over what they want to pay for when getting a replacement ship, and the introduction of creditors to offer loans.

In other words, no promise when it is coming, but it is already being worked on as we speak.:)
 
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